Aerion [OOC + SU] Rated M
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December 28th, 2012 (12:24 AM). Edited March 11th, 2013 by Legend.
The Council of Nine
Dawn of Time; or an unknown date in HA
Countries that practice the religion:
Ethora, Falke, Eveamoor, Ellessar
Belief in "The Nine" is to believe in a council of nine divine beings that had a part in the creation of the world of Aerion. The children of the supreme being Vesmir are believed have created the world in a vision bestowed upon them by Vesmir. Each Council god represents different aspects of the world, both physical and abstract. As a result, each god or goddesses is worshipped in different capacities, and worship is a very personal act. For example, sailors worship Atlantia as she is the goddess of the oceans while aspiring heroes would worship Fortis instead. Lives that are deemed worthy and filled with respect for the Nine are rewarded with passage to the higher plane of Astrum, while lives dedicated to Dabel (more so than the others) were sent to the depths of Infernum.
The Nine include:
Andal: God of order, honor, truth, nobility, light; Ruler of Astrum
Dabel: God of Chaos, corruption, desire, darkness; Ruler of Infernum
Tella: Goddess of nature and peace
Atlantia: Goddess of water/oceans and earthquakes
Makara: Goddess of magic and knowledge
Fortis: God of heroes, courage, resolve, honor and loyalty
Divum: Goddess of storms
Thordain: God of war, violence and conquest
Flamma: Goddess of fire
Tempus: God of the Sun
Lumes: Goddess of the Moon
The Creation Myth
In the beginning there was nothing. The universe as you know it was little more than a black abyss fueled by darkness and chaos. However, a being known as Vesmir, the creator of all, emerged from this chaos and brought with him order and salvation. He shaped the abyss and brought form to the universe. Within this form came the world, the sun and moon, the stars, the sky, the grass, the tress, the oceans, and all life as we know it. The labors put a great toll on Vesmir despite his vast power. To maintain the balance he sought to achieve in the universe following his labors, he created a number of powerful children. These children would continue to shape the world in his absence with the hopes they would honor his wishes and achieve his vision.
His children at the time were 7 in number: Andal, Dabel, Tempus, Lumes Tella, Atlantia, and Makara. And for a time there was peace and order, with each maintaining their domains. They mingled amongst each other, giving birth to new beings of power. From Andal and Tella, Fortis and Divum were born and from Dabel and Atlantia, Thordain and Flamma were born. Tempus and Lumes were absent from this mingling as these two were responsible for the cycle of day and night (respectively).
In order keep order, Andal decided to bring the beings into council. This was when the Nine were born: Andal, Dabel, Tella, Atlantia, Makara, Fortis, Divum, Thordain and Flamma. It was then that the Nine decided to take Vesmir's vision to the next stage.
Tella brought life into the world in the form of nature itself and her dreams of peace. Atlantia created the waters of the oceans, lakes and rivers and her wrath brought earthquakes. Divum became the created of the sky, and her various dances brought weather and storms. Flamma created fire and its many uses. And Makara was the bringer of intelligence, wisdom and magic.
Andal crafted the ideals of order, honor, truth and nobility as well as bringing the light of heaven to the world, which angels acting as the guardians of peace and order. Dabel created opposing ideals of chaos, corruption, desire, darkness as well as being the lord of the underworld, with his foul devils, demons and monstrosities seeking to spread destruction. Fortis created the ideas of heroes which would embody the qualities of courage, resolve, honor and loyalty. Thordain brought with him nothing but war, violence, bloodlust and carnage.
Tella wanted to share this wonderful creation upon its completion. Then the Elves were born. The Elves were a beautiful and fair race with a deep admiration for nature. They were immortal like the Nine if only because Tella envisioned them as a being of nature and one that should live with the earth until the end of times. The Elves lived in the world, alone and at peace. The Elves worshipped Tella, calling her a "God" in their native tongue.
However, Thordain grew jealous and wanted a people of his own. Working his sister, the two created their peoples. Thordian created the Dwarves and Flamma created the dragons. Dwarves were a small but strong race. They were hardy with muscular bodies with strong constitutions. They had a love of valuables, war and drink. The Dragons were a mythic and powerful race, capable of flight and fire. However, these beings were crafted in secret and in due time grew separate from the world. The dragons flew to the north where the dragon kings would unite them as a single race. The Dwarves retreated to mountains and caves, having little contact with the other beings, fueled by their greed and lust for wealth (and the craft of mining was soon born). The Dwarves became a conflict seeking race, often at odds with Tella's Elves. But peace was soon achieved, much to Thordain's dismay.
Dabel grew curious of these creations, but was unable to craft any original beings. He was a god of chaos and nothing is created from chaos. Using his talents of corrupting, Dabel twisted the minds and hearts of Elves, Dwarves and dragons. Thus arose the Orc-kin and the dark dragons. These manifestations ravaged the land. Orc raped and pillaged the land, murdering all stood in their way. Fire rained from the skies as Dragons unleashed their rage upon the world. Elves and Dwarves attempted to fight back, and succeeded for some time. Elves reclaimed a small corner of the world to call their own while the Dwarves had invented weapons to defend themselves from the Dragons of the north. However, both were overrun. Soon the world would be swallowed in flames.
Fortis and Makara looked at the world in pity and with Andal's guidance, they created Men. Men were to be an adaptable race capable of many feats at the cost of short life in comparison to their peers. Blessed by Fortis, the Men drove the Orc-kin into the deep bowls of the Earth. Many dragons were killed following the rise of men and like the Orc-kin, were driven into mountains and caves. Though many are believed to have retreated north, or simply left the world entirely.
This is how the world was born.
The Church of One
Countries that practice:
Palaven, Ethora (5%)
The Church of One's tenants as outlined in the Book of One believes in a singular god who created the world of Aerion with nothing more than a few words. As the supreme creator, the followers of the One dedicate their lives to the One out of respect and admiration. True believers ascend to Astrum while non believers burn in Infernum.
The Theocracy of Palaven follow their variation of the Church of One, which was established by followers of the One who fled from Ethora and other countries. Palaven follows the Voice of the One, who is said to be the ‘bridge between the One himself and the world of Aerion’, as said by their holy scriptures. Citizens of Palaven worship the Voice as he himself is thought to be divine, a direct descendant of the One. It is illegal to approach too close to the Voice, speak to him without first being addressed, touching the Voice, speaking up against the Voice, or harming the voice in any way, whether physically or emotionally. All are punishable by death according to the laws of Palaven and those of the Holy Scriptures. The Voice is said to have divine gifts that he could unleash anytime he wishes, and that through obedience, the path to enlightenment can be found.
Unknown exact date, around 2800HA-100FC
Countries that practice:
Followers of the Sages of Wisdom. Their religion, called Shugalism and therefore their followers Shugalians, instructs the followers to physically and spiritually embody the qualities of Turuk Al Isben, the first Sage of Wisdom, and the founder of Shugalism. It is said that Isben ascended into the Realm of the Deities (their version of heaven), and followers of his beliefs and values can also ascend into the Realm if they are good Shugalians.
Shugalism advocates the pursuit of salvation through personal meditation on the names and messages of the Sages of Wisdom, which is written down in their holy book, the Hilarkan, which is the combination of the manuscripts of their teachings. Their teachings primarily are open-minded, allowing for pursuit of whatever paths of life one desires, so long as they do not intentionally harm others. However, their teachings do illustrate the need to be moral, as well as humble, good-intentioned, and peaceful.
Shugalism allows room for the deities and worships of other religions/Gods. They do not find that all other religions are wrong, but rather that the deities and beliefs of others are only an extension of the beliefs of the Rastrans, and that the gods of others are apart of the thousands of those that linger in the Realm of Deities. It is with this that Shugalism is accepting of other religions, even new ones that recently pop up. However, direct denouncement of the Sages is considered highly insulting, and those who do so are considered lost or tormented souls damned to anguish as their spirit is doomed to wander the world until they prove themselves a true Shugalian and accept the teachings of the Sages.
The Sages are said to all be a sort of reincarnation of the first, Turuk al Isben, whose spirit ascended into the Realm of Deities, but whose powers were passed on to the next sage. Upon the death of a previous sage, a new sage will be born. It is unknown when exactly the next Sage will be born. It could be a year after, or a hundred years. It is known when that Sage is born, however, because the eyes of a statue of Turuk al Isben, which is located in the Temple of Truth, the Sages’ official home, begins to shine. It is then that 3 ‘Watchers’, who are servants of the Sages of Wisdom, scour the kingdom in search of the new Sage, and once they are found, they are taken to the Temple of Knowledge, where they are said to be taught their powers from infancy. From then on, the Sage of Wisdom guides the people of Rastra as their leader.
There have been 11 Sages of Wisdom in Rastra. Solomon Rahz is the current Sage. Here is the list of the others:
Turuk Al Isben- 100-140FC
Harat the Wise- 219-284FC
Nenat the Noble- 306-369FC
Al Akal- 370-442FC
Rant Kahl- 562-629FC
Iben Induh- 789-853FC
Galliah the Great- 1092-1166FC
Makto the Mystic- 1324-1380FC
Ejoifor Ofteh- 1426-1501FC
Harul Ikedia- 1568-1619FC
Solomon Rahz- 1776-
Around 200 FC
Countries that practice:
It is said that originally there was a chasm, a great abyss known as Ginagap, bounded on either side by fire and ice. When the fire and ice met in the center, they combined to form a great beast known as Rumir. From the void was also said to have created the High God Isir. Rumir, from his mouth, shaped and created the species of dragons. It was apparent from the beginning that the two beings could not get along, and it was then that the Great Battle had occurred, ultimately ending in the death of Rumir by High God Isir. From Rumir's dead body, Isir created the world. Rumir's blood was the sea; his flesh, the earth; his skull, the sky; his bones, the mountains; his hair, the trees. The new Rumir-based world was named Aerion where mankind would live.
From Rumir's remains grew an ash tree named Gelad, the Tree of Life, whose branches covered the known world and supported the universe. Gelad had roots going to each of the newly created 8 realms of the world. One root went into Vigard, the home of the gods, where High God Isir now resides, along with his kin. It is also said that a human who dies honorably in battle can also enter this realm at death. Another root went into the land of the dragons, the realm of Ormurheim.. The next root went to Alfenheim, origin of the elves. The root that led to Nithavellir was where the dwarves came from. Hielheim is the realm of the dead, of which all souls of the departed who did not die in a heroic way will end up, despite doing good deeds or not. Then there was the original land of ice (Niethalheim), and fire (Musipheim), of which a root extends as well. These realms hold few beings, but help support the other realms and the universe. The 8th root goes to the land of Aerion, where humans dwell.
Travel between the 8 realms can be done through the Enebrus, the lightning bridge. It is said whenever a thunderstorm is present, a passage is being done between the realms. However, this bridge cannot be accessed through certain realms, like the human realm, or Ormurheim, home of the dragons. The most common opening is from Vigard.
Vanaheim religion also foretells of “The End of Times”, also called Ragnarok. It is said that in a certain years that would be dubbed the last year, a great battle will take place. High God Isir has gathered other gods and humans deemed worthy over all time to prepared for the great battle at this end of times. At this time, the realm containing the dragons of Ormurheim will break, and the Great End Battle will begin. It is a battle High God Isir knows they cannot win, but it must be done nonetheless. In the process of the battle, every hero and god will eventually die, including Isir. It would be at this point that the great god who resides in Musipheim, known as Seren, shall come forth, and burn all realms into oblivion, concluding Ragnarok and effectively ending time. It is said that a lone male and a lone female will have survived the conflict to repopulate the human realm, and from the ashes of the battlefield the gods will revive. The worlds will restart anew, and on the back of a black dragon, so will all pain and suffering as well, but also hope and life. The cycle begins anew.
Vanaheim have their own calendar in relation to Ragnarok, but generally follow the Ethorian calendar for convenience.
There are many gods in Vanaheim myth. Here is a list of the most important:
High God Isir: Major god in Ragnel, ruler of Vigard, and the god of war, battle, victory, death, and wisdom. One of the three gods of creation, who made man, known as “High”.
Rosen: The god of stone and wood. The builder of the Enebrus, the lightning bridge.
Ven: god of innocence, beauty, peace, and rebirth. One of the three gods of creation, who made man, also known as “Just as High”.
Dargan: God of dawn, justice, inspiration, fish and the skies. One of the three gods of creation, who made man, also known as “Third”.
Fiera: Goddess of fertility, love, and winter.
Ullur: God of skill, hunt, anger, and duel.
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Many of the people of Vanaheim have an established reputation for their appearance. Varian’s appearance doesn’t trail too far from the conception of a typical Highman. Like many of the people of the north, he has an imposing stature, standing at a height of 6 ft 4 in, or about 1.93 m. He has fairly pale skin, mostly due to the underexposure of being in the sun, which is rarely seen around Vanaheim. His body is well-proportioned. He is not overly muscled, but rather well-toned, neither being too skinny nor too large. He does however, have fairly long legs due to high length, allowing him to make long strides, especially useful in combat, making him not only quite large, but also exceptionally agile for his height.
Varian is usually found with a small beard, a bit different than that of normal people of Vanaheim, who sport rather large beards. Varian dislikes the look, and prefers a smaller, kept one. His skin is generally rough, with a set of three distinct scars going in a line across his cheek, many of which believe he has received from an encounter with a wolf, but Varian would never be the one to tell if that is really the case. His eyes are brown and his gaze appears as if he is always in a foul mood. However, that is just his normal gaze. Varian has relatively long, shoulder-length light-brown hair, which has been slightly combed back, but also chopped a bit to the side, giving him, as he would say, a perfect look for a mercenary.
Varian’s clothing isn’t exactly traditional, but combines a bit of his cultural background into it. He is found wearing a sleeveless grey leather vest. Around his vest is a baldric which extends across his chest and over his right shoulder, which is used to holster his two hand axes on his back, which are prominently displayed in an ‘X’ shape on his back. On his right shoulder attached to the baldric is a mass of grayish-white fur believed to originally be from a wolf, perhaps the same one that gave him the scars on his cheek, but again, Varian would never say. Varian also has a belt fitted tightly across his waist, and below that a pair of black pants of common fabric of the time. He wears boots, which are grey in color and reach just above his ankles.
Despite his appearance, Varian tends to somewhat break the norm of how most people view the average Highman, at least, to an extent. Where most Highmen are loud and rash, many will find that Varian is composed and a bit quiet. At least, compared to the average Highman. When in a group of familiar people, or people he feels more comfortable around, he would usually become more talkative. He does not wish to do so in front of people he is unfamiliar with, especially clients. However, when he does talk, many might notice his rather dark sense of humor. He often finds humorous that which others might believe to be sinister. He would more likely be the one to laugh at other’s pain and misery, especially if the circumstance of it is ironic, far-fetched, or unusual. With that is added a second dimension of Varian being slightly critical of others, and rather unsympathetic of their troubles, unless they are clients, in which case he is very sympathetic, especially if the compensation is good. This is to say that Varian may be a bit cold, but he is also practical and smart about it. He knows when he should and shouldn’t say certain things, especially if the consequences be the removal of his head. His true feelings, beliefs, and personality would never reveal themselves to anyone but close friends, and because of the very nature of his work, he has few of those.
Although he has mostly attempts o break away from the traditions of his forefathers, Varian finds himself instilled with a few values from his homeland. He is not religious, but still finds comfort in the words and sayings of the ancient tongue in Vanaheim, almost treating it as good luck charms. Although he has long strayed from the Highmen tradition of honor and family, some of those views still continue to work its way through his mercenary work, mostly having to do with family. Although he has long since lost any conventional family, he almost treats his mercenary group like an extended family. As their leader, it can almost be said that he could be seen as a head of a family, and as such, it is his job to keep the rest of his family safe, both with conventional and alternative methods.
Varian was born in the southern part of Vanaheim, in a village called Renvall. He came from a long line of Highmen who defended the Maerrun in the province there. His father is the latest to have taken up the guard of the Maerr, his mother dying in childbirth. It was expected of Varian to one day grow up to become the next guard of the Maerr, and continue the tradition the family held. However, Varian realized even as a child that the life of servitude was not for him. In his opinion, why should he have to pledge himself to someone without getting something in return? The concepts of honor and tradition alluded Varian, even as a small boy. His father would reprimand him in the hopes that he would eventually accept that this was his ordained purpose, but Varian never could say that he did.
However, as he became an adolescent, he was taught in the ways of combat. This part of Vanaheim tradition was one he cherished. It was taught in Vanaheim that a man who could not fight was not a man at all. Varian learned early on that there was wisdom to these words. But Vanaheim weren’t particular in terms of what weapons can be used. Varian wasn’t particularly fond of the large, single axe that had become common in Vanaheim’s culture. He preferred to be more agile and moveable in combat. In the end, he chose as his preferred weapon choice a set of hand axes. This allowed him to keep within the tradition of the axe, while still maintaining his agility. Varian learned early on in his life that he had a talent for combat, and very much enjoyed it.
As he grew and became a young man, an event happened in his life that altered his fate. Being from Southern Vanaheim, the villages to the south were prone to attacks from orcs and other foul creatures of the Cloudwalker Mountains. One night, orcs came down from the mountain and attacked the village. Varian’s father was among the men who defended the village, but by day’s end, he was murdered. In a single night, Varian’s life was changed completely. His father had left him everything. His property, his land, his money. Varian found himself for the next few weeks struggling to decide what he was to do. Although he had never wanted to before, he expected he would have to grow up to become a guard of the Maerr. That was his destiny. But that was the destiny his father had laid out for him. Now that he was gone, there was nothing truly keeping him there. So on a whim, one day, Varian packed a few of his belongings, and left Renvall, never to return.
For a while, Varian wandered. It would be an understatement to say that he was ill-prepared for the travels of life in the wild of Vanaheim. From the cold, harsh winter to the beasts that roam the country, Varian found himself realizing something crucial: He was taught how to fight, but not how to survive. His was supposed to be the life of servitude in a grand hall of a Maerr, not roaming the wilds. The day came when a large grey wolf had approached him, seeing Varian as his next meal. Although Varian didn’t know it that day, the wolf would be his test to see if he could truly learn to survive. A battle occurred, Varian’s steel matching against the wolf’s fangs and claws. Varian triumphed in a grueling contest, but not before the beast left a permanent mark on his face. He skinned the wolf for his pelt, and wore it with him ever since.
In the following town he visited after the event, he had heard about a merchant who needed passage between towns, and that he would pay anyone willing to accompany him as a guard. Varian heard, and decided to apply right away. It was his first true job as a mercenary. The first of many. His cargo had apparently been threatened by a bandit the day before, and the merchant expected an attack while on the road, which evidently did happen. The bandits came in a trio, but as Varian soon found out, were both quite slow and extremely ill-trained. Varian took care of them fairly easily, and lead the merchant to his destination. It seemed that Varian had finally found his calling.
Varian traveled all across Vanaheim for mercenary work. One day, he found himself in the southern village of Dergen, in the tavern known simply as Hergen. There, he met another mercenary named Cassandra whose sharp tongue and rash behavior seemed to instantly put him at odds with her. The two had a fight right in the tavern itself. For her size, the woman was an excellent fighter, and in the end, the bout ended in a draw. Recognizing her strength, Varian, on impulse, asked her if she wanted to accompany him as a mercenary. A bit to his surprise, she accepted. The two traveled together across Aerion as mercenaries. They were the ideal compliments to each other. They differed significantly in personalities, but were both guided by completion of their work, and the pay that went with it. They traveled beyond Vanaheim and through other nations, taking on any jobs they could get, and completed a good deal of them. They have been together for years now, and, although Varian would never outright admit it to the other, have become good friends.
Because of the adaptation to the weather, Varian removed a part of the wolf pelt off of his back, but kept a piece of it embedded on his shoulder, as a constant reminder to him of the day he considers he became a man, a tale he will probably never tell to anyone.
: A set of hand axes. Varian prefers to move agile through combat, and instead of choosing a single larger axe as his standard weapon, chose two smaller ones which he uses to hash, slash, and bash opponents. Varian constantly maintains the sharpness and quality of the axes, although a chip could be seen on one of them.
Ser Roland of the House of Grey
Country of Origin:
Ethorian (House Reigncliff)
Roland is what many would refer to as a handsome man. Standing at five feet and eleven inches, he is lean and well built. His skin, which is a slightly tanned white, is near flawless, having no blemishes, birth marks, or scars. He has short, fair, combed blond hair, and bright green eyes. He is usually found wearing heavy armor traditional to Reigncliff, with the traditional colors of red, yellow and brown on them. The sigil of Reigncliff is painted on his shoulder blades of his armor, with the seal of the House of Grey embedded on the front chest-plate.
When he is not wearing his armor, he is found could be found wearing a brown or yellow silk shirt with matching silk pants of high quality. He rarely likes to have himself be touched physically by others, especially those not of noble birth, so he usually wears a pair of brown gloves. Across his waist is a belt that helps holster his sword.
Roland is very much a knight of Reigncliff, and much of the culture of the house and region has shaped his character and personality. As many do from Reigncliff, Roland despises the Houses of Crosland and Morok. His relationship to House Welm isn’t great either, although he maintains that House Larson has some decency. However, recently, any house not of House Reigncliff could be considered an enemy, or at the very least untrustworthy. Still, he, along with everyone else of House Grey is an expected loyal servant of the House Reigncliff and a supporter of Hector’s claim to the throne.
In terms of Roland’s personal character, he has always been one to go by the book, preferring the conventional, established method over the abstract one. As he sees it, every problem could and would be solved if people understand their place, and standing is everything. A farmer should grow up to be a farmer, a knight to be a knight, and a king to be a king. Interaction between the social groups that do not belong together should, as he would say, be discouraged. He sees them almost as if they are from different worlds, and believes that is how it should remain. Roland believes laws should be upheld, and order, power and security should always be maintained. As he sees it, it is apart of his duty to protect the laws of the land, and the balance of power maintained here. Order, if established, should be upheld. Above all else, Roland despises traitors and lawless peoples, and rarely believes mercy should be shown to either.
Roland maintains a good relationship with his family, but scorns his younger brother Percival constantly. He wishes he would be more like him, instead of how he is, which he would refer to as disgraceful, and borderline treacherous. Percival’s ties to the Houses to the south has more than once angered him, and Roland believes had it not been for the fact that Percival was his brother, he would have killed him a long time ago.
This brings to the point of another characteristic of Roland, which is his apathy and heartlessness. He cares very little for the opinions of those below him, being very close-minded in that regard. He is also cruel when it comes to taking into account the feelings of others. He cares for no one but the success of House Reigncliff, the safety and security of his kin and friends, and the maintenance of established law and order.
Roland was born into the noble house of Grey by his mother Elinor and his father Sir Lawrence Grey. At an early age, he was taught all the necessities to becoming a dignified upper-classmen and a virtuous servant of House Reigncliff. Things came easy to Roland. He was both sharp in his studies and articulate in his speech. He took advantage of all of his opportunities into becoming a perfect knight, and many, it seems have paid off. As he began training for his knighthood, it became obvious he was not only intelligent, but also exceptional with a sword. He trained under the traditional methods, learning from the best swordmasters and eventually surpassing them in skill. At the age of 17, he was knighted and chosen as a servant of House Reigncliff. His reputation and actions, as well as skill with a sword have not only increased the name of House Grey, but also his own name.
He had participated in countless bouts and jousts, winning many, but his finest work came at the participation of the Grand Tournament in Ethora. He had participated in the tournament three times, and three times he had emerged as its winner. His victories and skill with the blade, which come largely from his exceedingly conventional methods of fighting have earned him the epithet of the “Beast of Grey”, due largely to it being so unclear as to how he fights so remarkably with such a traditional and plain technique. It was largely due to these victories that he was invited to join the Lionguard, the royal guard of the King of Ethora. Roland gladly accepted, and became a well-respected member of the Lionguard. His family is hailed and is one of the most well-known houses of not only Reigncliff, but even so, his brother could be considered to damage the good name of Grey. The assassination of the King had plagued Roland's relationship with the other houses, and caused his lecturing of his brother to increase. Roland has consistently tried to lecture his brother on the dangers his behavior causes not only to the family name and reputation, but to himself. As he put it, "those of the other Houses, especially in such treacherous times, should not be trusted."
Although Roland does not know what happens now that the Monks call for a conference, he knows he must attend as a representative of House Reigncliff.
Roland is a traditional wielder of a sword and shield. His shield proudly displays the sigil of House Grey in the center, and whose color is a golden-yellow. His sword is crafted in mountains of Bludrock by the finest blacksmiths.
Cassandra "Cass" Alexandera
Cass is a character that manages to blend both beauty and grit into a seamless package with a bold appearance that is not easy to forget. Standing at about 5"5 (1.65 meters) with a thin yet athletic build, Cass has a capable figure who can hold her own in a fight with her surprising strength and agility. Cassandra's favorite quality is her curves, with a fairly large bust being almost far too noticeable. It becomes clear that Cass is bursting with confidence, wearing a perpetual smile.
Her short red hair is unkempt, with its strands at the mercy of the wind and her dark blue eyes beaming through loose strands of red hair that brush across her delicate facial features. However the gentle nature of her youthful face is offset by a certain level of roughness, including cached on dirt, light bruising and a few cuts and scrapes. Cassandra's eyes are generally warm and inviting, are capable of charming others with relative ease. However, others easily notice the lust that her eyes carry. She has a thin nose and face, with rosy cheeks that compliment her hair. Her skin, however, is lightly tanned making the rosy cheeks hard to notice.
Cassandra's clothing is your typical mercenary garb, being practical and functional. To show off her "qualities," she wears a low cut sleeveless white shirt, with a few loose laces around her cleavage. The shirt is clearly new, having not seen the wear and tear of her other articles of clothing. A small leather belt is worn around her waist holding her flagon of alcohol and a set of lock picks and keys. To keep practical, Cassandra sports a pair of dark blue cloth pants, with dark leather straps holding a pair of knives (one on each leg) and a pair of oversized black leather boots, keeping her feet protected. Over her right shoulder is a baldric which contains her finely crafted two handed claymore with a black hilt. Her hands are protected by a pair of worn leather gauntlets, which have seen many years of action as evidenced by the bloodstains.
Cassandra sports a new extra accessories. Notably, she wears a single necklace with a golden religious symbol hanging from a black leather strap. Cass has invested in some tattoos, with a black tribal symbols on her left shoulder and lower back. For difficult weather conditions, she owns a dark blue cloak. She hates wearing it, but carries it around nonetheless usually make anyone she travels with hold it for her.
Cass is not what you would call a prim and proper lady, being rough and rugged as your typical mercenary having made something of a name for herself due to her outrageous behavior. Cass is abrasive, immature, reckless, and vulgar reveling in simple pleasures and being generally hard to appreciate. This is likely a result of her overwhelming direct and honest nature as she is one to get to the point rather than tip toe around the issue, which in conjunction with her insensitivity makes Cass an unsympathetic and detached individual to say the least. Cass can be playful, however, often fooling around with others with her sarcasm and occasionally innocent humor. She does not take things seriously very often, looking at life as if it were a joke in itself.
She is an individualist, treasuring her own freedom above everything else and working for her own self interests, whatever they may be. Cass despises organized governments, strict traditions, and authority but does not actively pursue change. Instead she prefers watch everything unfold. She follows her whims and impulses doing whatever she feels like at the moment with little hesitation, valuing her own happiness above everything else. Therefore, Cass is not motivated by a desire to do good or evil and will only align herself with either if it serves her interests in some way. In this regard, Cass can take it a bit too far becoming overwhelmingly greedy and self interested, often asking "how does this benefit me?" when posed with any request.
Cass is indulgent, engaging in any activity she deems fun. Gambling, alcohol and aggressive flirting (she isn't picky by the way) are only the beginning for her. She can be often found at bars or taverns drinking to pass the time and then leaving without paying her tab. Cass takes any opportunity she can to break the law or cause, out of habit and simple fun. This goes in accordance with the fact that Cass has very flexible morals, and is not above committing questionable acts especially if coin is thrown into the equation. In fact, Cass can take things took far, reflecting near psychopathic tendencies. Being terribly volatile and easy to provoke, Cass loves to fight and get dirty. In combat, Cass gets caught up in the moment, often resulting in a poor fate for her opponent.
Cassandra was born into your typical upper middle class family in southern Ethora with an ambitious father and a mild mannered mother, it became quite apparent Cassandra was going to be a tool for her father to advance up the social ladder of Ethorian society. She was expected to wear pretty dresses, learn proper manners and show courtesy to all noble lords and ladies while her father continued to bolster his increasing reputation as a merchant and trader. It was a flawless plan on his part, with only problem: Cassandra herself. She despised her father and his dreams as she yearned for freedom, often attempting to foil his plans whenever possible. Her mother did her best to calm Cassandra, saying it was for "her own good" but such sentiments fell on deaf ears.
Cassandra's father planned for an arranged marriage to a member of a noble house in northern Ethora, believing the man could control the passionate Cassandra. Sadly, the man never had the chance as Cassandra ran away several weeks prior to the engagement. At the age of 17, Cassandra declared herself as "Cass" with the hopes of forging her own destiny and experiencing the freedom she so desperately desired. However, Cass stepped into a bigger world than she expected, quickly realizing that one does not get far without gold. Refusing to subjecting herself to working the streets in the city of Lios, Cass quickly left the southern regions of Ethora and set herself in the region of Idir where she entered a military academy to learn how to use a blade. Women rarely attended military academies, making her something of a novelty. However, Cass grew bored quickly of lessons and soon left the academy after stealing a few weapons and coin, and retreated north to Vanaheim after making several stops along the way for some employment as a mercenary.
Cass often took solo jobs or group employment, preferring to keep all the earnings to herself. A fan of escort missions and anything that involving killing someone, Cass built up something of a reputation during her travels to Vanaheim. However the renown of being a ruthless, efficient and greedy mercenary did not carry over the Cloudwalker Mountains into the snow covered reaches of Vanaheim, forcing herself to forge a new reputation, as reputation usually led to more and better paying jobs. For the next few years, Cass remained in Vanaheim, occasionally traveling back south in the colder months for sun and relaxation (as she is still a southern girl at heart).
In the tavern called Hergen in the town of Dergen, Cass came across the mercenary named Varian, whose quiet and cold nature ticked her off to no end. They engaged in a classic bar brawl and much to her surprise, Varian did not stand down ending the fight in something of a stalemate. Varian extended an offer of a partnership of which Cass accepted, believing the man could hold his own well enough for a few jobs at the very least. Accompanying him across the lands of Aerion, they completed countless jobs together and even bonded as friends, even if Cass is ashamed to hang out with a man she finds quite unattractive, if only because he is scarred. Regardless, Cass does not regret the decision to join him for he is good company.
Cass has gone through several weapons in the past, but has settled on her two handed claymore of which she calls "Red Snow" as this blade accompanied her on many journeys through Vanaheim dying the snow she walked through red with the blood of her enemies. It is a large steel blade with a shining finish and a black handle. She also carries around a pair of daggers on her belt. While skilled with a bow, she does not carry one with her at all times.
Like the great Raikiri needs to complete such sections.
Percival Grey, serving as the Hand of Robert Welm.
Constantly living in his brother's shadow, Percival never received the kind of words reassuring him of his appearance, though the few he received usually referred to his child-like innocence. Standing at around 5 feet and 10 inches (1.77m) in height, Percival has an average build, not boosting great strength or agility but enough to make him a fair fighter when the time calls. With pale skin with a few impurities (mostly the remnants of coming of age), Percival looks like a man that is beginning to come into his own.
Percival has fairly long blond hair, that is barely under control from regular maintenance, allowing it to keep a fairly shaggy form on top his head. Unlike his elder brother, Percival has inherited his mother's pale blue, bordering on gray eyes. Despite his kind nature, the eyes give off an impression of inner anger, which is more fitting for his brother and father. Percival's face has a certain fitting youth to it with a few marks of war, including a scar above his left eye and one on his right cheek, both coming from intense training sessions with his family. Even with these impurities, Percival is usually seen with a bright smile, giving off an aura of happiness and good will.
A per tradition, Percival dons a traditional suit of plate mail armor. Unlike his brother who openly displays his pride for House Reigncliff, Percival prefers neutrality with his armor being nothing more than a standard dark grey suit of armor with yellow accents outlining the armor. Percival wears black chain mail underneath for extra protection with finally a purple silk shirt and tunic underneath that, to protect the armor from rubbing against his skin. A dark blue cape/cloak is usually worn over this, to protect him from the elements. Across his waist, Percival wears a dark brown leather belt with his mace hanging from the straps. His shield is usually seen on his back, over his shoulder.
Percival considers himself a good person, regardless of what his family tells him otherwise. He sees himself as a fair minded, cooperative and kindhearted individual who believes in the "greater good" understanding that to for everything to work out people must work together towards of a common goal of peace and prosperity. To this end, Percival believes he grew up in the wrong noble house, more identifying with the Houses of Welm and Taimor which is only fitting since his mother spent more time in those regions than in Bludrock, often to visit friends.
Percival sees the world as a place that needs social equality, mobility and freedom and that people should be free to make their own decisions and that pure domination of others will never solve anything. Choice and freewill are key principles in his philosophy, which irritates his father and brother to no end (and has led to Percival lacking self confidence). The irritation is a two way street however, as Percival chides them for their lack of understanding when concerning others, their blind loyalty and close minded approach to life.
Percival is talkative and open when dealing with people, firmly believing that discussion rather than action is the educated approach to things. He always believes in a better way of handling things, which likely explains his lack of respect for many laws and the justice system of Ethora. In this regard, Percival is something of a reformer believing in radical change on several issues. He understands though that his desires are not universally accepted and hopes to change the system from the inside rather than open protest, keeping many of his opinions to himself, unless requested to express them. Percival is careful with his words, and always thinks before acting. Always striving to be a better person, Percival displays commitment to his causes and moves towards his goals for change being active in many respects.
He can, however, be quite naive and out of touch with reality. As a member of a noble house, Percival lived an ideal life rarely living amongst the common folk. As such, Percival lacks a deeper understanding of social norms or the functions of society which can explain his naive idealism. At the same time, Percival is easily amazed by things carrying a certain level of innocence. Equally amusing is that Percival can be shy around beautiful women. Generally humble and well mannered, he treats people with respect and goodwill, though he can be a bit too serious at times. He catches on to this fact and often attempts to correct the situation with a innocent remark or joke.
Born as the youngest child to Lawrence and Elinor Grey as the younger brother to Roland Grey, Percival was primarily raised by his mother, a woman from the south whose connections had caused Percival to frequently travel with her while Lawrence raised his prodigy of a son to become a great knight to serve not only House Reigncliff but the King as well. Percival received many of the same lessons as Roland did, but often with his mother's southern bias thrown in as subtext. In his youth, Percival was treated to the wonders of the south, including the Golden Islands and the Silver Plains, the great cities of Dinas, Lios and even Baradoom (though he was not fond of the laws there at all). Percival became exposed to many walks of life and different philosophies in his education, gradually despising the culture of Bludrock and the polices of the state.
It became increasingly obvious that Percival was not to become another faithful servant to Reigncliff…or anyone for that matter. Percival became an outspoken follower of a new ideal: social freedom and equality. These tenants are considered traitorous by many northerners, with his brother becoming Percival's debating partner. These debates usually ended in Roland storming away, unable to bear the sound of Percival's voice of reason. However, because of Percival's preference for social reform, he became quickly overshadowed by his brother who went on to become a champion and a member of the Lionguard. He became the ideal hero, while Percival remained in the dust as a mere outspoken noble in Reigncliff's chamber of Lords, which his father often struggling to keep him in line while his brother berated him for his actions and thoughts.
At the age of 18, Percival formally moved out of his father's house, practically removing himself from the House of Grey. This was not without some fighting words with his family, but Percival stood by his principles and moved out east to region of Elysia, where Percival served in the court of Robert Welm. Robert admired Percvial's outspoken nature and agreed with many of his beliefs, taking him under his wing to serve as a Knight of House Welm and in time as his steward and hand, essentially becoming his right hand man. When the Monks called for the conference, Robert chose Percival to answer the call believing he will do the right thing.
Percival favors a flanged mace and solid steel triangular shield as his choice of equipment. Percival's equipment has been customized, with his flanged mace having a gold and black finish with its flangs at the top being a dark black. The shield is decorated with the sigil of House Welm.
Once again, the great Raikiri is exempt from such duties.
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